Another post to jot down a workflow for myself. Hopefully Chaosgroup will fix this bug but at the moment if you submit a Render to Texture job through backburner the job won't pick up the DR nodes that you want to include.

The solution (which I got from Chaosgroup's help, thanks!) is to take your local vray_dr.cfg file (which should have the list of DR nodes you want) and manually drop it into your network machine (whichever is running the job). The vray_dr.cfg file should be placed here:

In my case I had been searching for vray_dr.cfg and found it in other folders where it looked correct, but then realized my network machine didn't have the vray_dr.cfg file in that particular folder so I copied one over and now things are working smoothly. You'll certainly want as much processing power as you can get to render those 4k or higher textures out.

So I'm getting around now to posting a quick build of the 4thFlrStudio for the Vive. I think the newer headsets will start to show the poor quality of this demo now that the resolution is much improved. Either way it feels fantastic to be able to look around without the tracking breaking. My favorite thing to do now is use the camera pass-through to line up a physical chair to sit at the table. Be sure to put on headphones.

I'd love to figure out how to get contact shadows to lay over the unlit shaders - and be able to place things on the table to interact with. Sitting at that table was a very fond memory.

Texture Baking 3dsmax/Vray -> Unity3d)

I wanted to post this up for future reference. Somehow I've managed to bake textures as .tga all this time without complaining - The problem is I wanted to try baking my textures as .exr. But when baking more than one object, you aren't able to adjust the filetype you want to export your baked textures as. So they default to .tga

While chatting with a friend about making a baking script for me, we stumbled across this post online - http://forums.cgarchitect.com/34620-render-texture-multiple-objects-jpg.html. Michiel Quist posts the steps needed to change the default filetype used by the Render to Texture dialog.

Find your 3dsmax folder and go into this subfolder ...\UI\MacroScripts

Camera has HDR ticked. edit: this is been problematic. One thing is that HDR cameras do not support MSAA. Another problem is that Unity does not support post corrections to linear exr textures. You'd need to invest in Amplify Textures 2 if you wanted full control. But even then, the sacrifice of MSAA doesn't seem to be worth it at the moment.

Batch convert materials to lit/texture, then selectively go around and switch various textures/shaders to standard material to give reflective properties

Extra camera screen space adjustments

I'll try and put together a personal 3d scene at home that I can share this new process.

On November 3rd, 2013 - A colleague and myself went out to take a series of photos for photogrammetry experiments. We used a small street in Chinatown as our subject. Doyers st. (https://en.wikipedia.org/wiki/Doyers_Street)

This past week I went and dug up the photos to reprocess them and put together a scene for VR viewing. I also just recently built my new VR rig which has max specs for VR. So I'm curious to see how well this demo works on other folks machines. It's 5 milion poly, using 20 8k textures. It seems to just barely hold together on my rig.

Eventually I want to optimize it for lower spec machines, and go back to record audio from different points along the street.